Texturing code + some other changes

This commit is contained in:
Functioning Member of Society 2022-10-23 17:44:58 -04:00
parent bcd6762276
commit 6b169a1c50
8 changed files with 212 additions and 71 deletions

1
.gitignore vendored
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@ -1,4 +1,5 @@
XtreemMiner.cbp
XtreemMiner.depend
XtreemMiner.layout
bin
obj

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@ -1,10 +1,17 @@
//#ifndef BASE
//#define BASE
#ifndef BASE
#define BASE
//#include "NodeRenderer.h"
#include "MapBlock.h"
//#include "MapBlock.h"
class NodeManager;
extern NodeManager nodeManager;
extern NodeManager nodeManager1;
//#endif
struct Position2D
{
int x;
int z;
};
#endif

11
include/Logger.h Normal file
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@ -0,0 +1,11 @@
#include <cstdio>
class Logger
{
public:
void log(char* comp, char* message);
{
printf("Message: %c", message);
}
};

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@ -1,30 +1,28 @@
#ifndef MAPBLOCK_H
#define MAPBLOCK_H
#include <cstdio>
#include "Base.h"
#include <math.h>
class NodeManager
{
public:
int blockX;
int blockZ;
NodeManager()
NodeManager(int x, int z)
{
}
virtual ~NodeManager()
{
}
//8191
void printMapBlock()
{
for(int i = 0; i < 10536; i++)
{
printf("\n[%i] %i", i, mapBlock[i]);
}
}
void addNode(int id, int meta, int x, int y, int z)
{
@ -41,26 +39,36 @@ class NodeManager
return x < 16 && z < 16 && x >= 0 && z >= 0 ? mapBlock[256 * y + z * 16 + x] : 0;
}
protected:
private:
int mapBlock[65536];
};
class Block
class BlockManager
{
};
class BlockUtilities
{
public:
Block(int x, int z)
BlockUtilities()
{
}
int getBlockFromNodeCoordinates(int x, int z)
static Position2D getBlockFromNodeCoordinates(int x, int z)
{
Position2D pos2d;
pos2d.x = floor(x / 16);
pos2d.z = floor(z / 16);
return pos2d;
}
};
#endif

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@ -4,9 +4,6 @@
#include "MapBlock.h"
#include <GL/glut.h>
class NodeRenderer
{
public:
@ -26,96 +23,96 @@ class NodeRenderer
// Front
if(nodeManager.isAir(x, y, z - 1))
{
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
}
// Back
if(nodeManager.isAir(x, y, z + 1))
{
glColor3f(.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glColor3f(.0F, 1.0F, 1.0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
glColor3f(.0F, 1.0F, 1.0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(.0F, 1.0F, 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
}
// Right
if(nodeManager.isAir(x + 1, y, z))
{
glColor3f(.0F, 1.0F, .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.0F, 1.0F, .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(.0F, 1.0F, .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
glColor3f(.0F, 1.0F, .0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}
// Left
if(nodeManager.isAir(x - 1, y, z))
{
glColor3f(1.0F, .0F, .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(1.0F, .0F, .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, .0F, .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, .0F, .0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
}
// Bottom
if(nodeManager.getNodeAt(x, y - 1, z) == 0)
{
glColor3f(1.0F, 1.0F, .0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, .0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + .0F, z + .0F);
glColor3f(1.0F, 1.0F, .0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + .0F, z + 1.0F);
glColor3f(1.0F, 1.0F, .0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
}
// Top
if(nodeManager.getNodeAt(x, y + 1, z) == 0)
{
glColor3f(.0F, .0F, 1.0F);
glTexCoord2f(.0F, .0F);
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
glColor3f(.0F, .0F, 1.0F);
glTexCoord2f(1.0F, .0F);
glVertex3f(x + .0F, y + 1.0F, z + .0F);
glColor3f(.0F, .0F, 1.0F);
glTexCoord2f(1.0F, 1.0F);
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
glColor3f(.0F, .0F, 1.0F);
glTexCoord2f(.0F, 1.0F);
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
}

17
include/Nodes.h Normal file
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@ -0,0 +1,17 @@
class Node
{
public:
Node(int i, int j)
{
id = i;
textureIndex = j;
}
int getTextureIndexFromSide(int side)
{
return textureIndex;
}
private:
int id;
int textureIndex;
};

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@ -1,6 +1,71 @@
#define STBI_FAILURE_USERMSG
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#ifndef TEXTURE_HANDLER
#define TEXTURE_HANDLER
#include "Base.h"
#endif
//#ifndef TEXTURE_HANDLER
//#define TEXTURE_HANDLER
class TextureHandler
{
private:
int width = -1;
int height = -1;
int comp = -1;
unsigned char* imageData;
unsigned char* imageData1;
public:
GLuint textures;
GLuint textures1;
unsigned char* loadTexture(char* filename)
{
return stbi_load(filename, &width, &height, &comp, 0);
}
void loadAllTextures()
{
int textureIndex = 0;
imageData = loadTexture("data/img/gold.png");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &textures);
glBindTexture(GL_TEXTURE_2D, textures);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
imageData1 = loadTexture("data/img/iron.png");
glGenTextures(1, &textures1);
glBindTexture(GL_TEXTURE_2D, textures1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData1);
}
void getTextureForNode(int x, int y, int z)
{
if(nodeManager.getNodeAt(x, y, z) == 1)
{
glBindTexture(GL_TEXTURE_2D, textures);
}
else if(nodeManager.getNodeAt(x, y, z) == 2)
{
glBindTexture(GL_TEXTURE_2D, textures1);
}
}
};
//#endif

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@ -1,33 +1,35 @@
#include <stdlib.h>
#include <GL/glut.h>
#include "include/Base.h"
#include "MapBlock.h"
#include "Base.h"
#include "NodeRenderer.h"
#include "TextureHandler.h"
#include <cstdio>
#include <random>
NodeRenderer renderer;
NodeManager nodeManager;
NodeManager nodeManager(0, 0);
NodeManager nodeManager1(1, 0);
TextureHandler textureHandler;
GLfloat playerX = 0;
GLfloat playerY = -30;
GLfloat playerZ = -100;
GLfloat playerRotX = 0;
void DisplayFunc()
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(playerX, playerY, playerZ);
//glTranslatef(playerX, 0, - 1 - alpha / 4);
glRotatef(playerRotX, .0F, 1.0F, .0F);
//glRotatef(alpha * 1.1, 0, 1, 0);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBegin(GL_QUADS);
@ -37,12 +39,29 @@ void DisplayFunc()
{
for(int y = 0; y < 256; y++)
{
if(nodeManager.getNodeAt(x, y, z) == 1)
if(nodeManager.getNodeAt(x, y, z) > 0)
{
textureHandler.getTextureForNode(x, y, z);
renderer.renderNode(x, y, z);
}
}
}
}
for(int x = 0; x < 16; x++)
{
for(int z = 0; z < 16; z++)
{
for(int y = 0; y < 256; y++)
{
if(nodeManager1.getNodeAt(x, y, z) > 0)
{
textureHandler.getTextureForNode(x, y, z);
renderer.renderNode(x, y, z);
}
}
}
}
glEnd();
@ -54,7 +73,7 @@ void DisplayFunc()
}
void ReshapeFunc(int width, int height)
void reshape(int width, int height)
{
glMatrixMode(GL_PROJECTION);
@ -108,10 +127,7 @@ void KeyboardFunc(unsigned char key, int x, int y)
playerRotX += .8F;
}
if(key == 'x')
{
nodeManager.printMapBlock();
}
if(key == 27)
@ -123,6 +139,10 @@ void KeyboardFunc(unsigned char key, int x, int y)
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
@ -130,10 +150,13 @@ int main(int argc, char **argv)
glutInitWindowSize(800, 600);
glutCreateWindow("XtreemNodes Engine - By MCL Software and Cube Software");
glClearColor(.2, .7, .8, 255);
glClearColor(.2, .7, .8 , 255);
glEnable(GL_DEPTH_TEST);
// Load textures
textureHandler.loadAllTextures();
@ -143,15 +166,27 @@ int main(int argc, char **argv)
{
for(int y = 0; y < 256; y++)
{
nodeManager.addNode(rand() % 2, 0, x, y, z);
nodeManager.addNode(rand() % 3, 0, x, y, z);
//printf("\nGet node at: %i\n Is air: %i", nodeManager.getNodeAt(x, y + 1, z) == 0, nodeManager.isAir(x, y + 1, z));
}
}
}
for(int x = 0; x < 16; x++)
{
for(int z = 0; z < 16; z++)
{
for(int y = 0; y < 256; y++)
{
nodeManager1.addNode(rand() % 3, 0, x, y, z);
//printf("\nGet node at: %i\n Is air: %i", nodeManager.getNodeAt(x, y + 1, z) == 0, nodeManager.isAir(x, y + 1, z));
}
}
}
glutDisplayFunc(&DisplayFunc);
glutReshapeFunc(&ReshapeFunc);
glutDisplayFunc(&display);
glutReshapeFunc(&reshape);
glutKeyboardFunc(&KeyboardFunc);
glutMainLoop();